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NATO:

THE NEXT
WAR IN EUROPE By Bruce Maxwell

The following article is written by the game's designer. The begins with a pre-war game-turn during which the players can
first pari of (he article provides a brief description oj Ihe game maneuver their units in preparation for war. Play then proceeds
itself. The second parI describes the individual scenarios and oj- through the first two weeks of the war, or through the first
fers detailed slfolegiesfor oplimum play. The {hird part provides month, depending on how long a game the players desire.
some genera! lips 011 how 10 use various game jeotllres (0 their
best advantage. Thejinal part ojlhearticleconrains a completely STRATEGIC SURPRISE SCENARIO
new scenario. The Strategic Surprise Scenario examines the consequences of
a Warsaw Pact surprise attack, launched directly from barracks
If the Warsaw Pact decided to invade Central Europe IOrnar- positions. In this scenario, NATO is caught absolutely flatfooted
row, would NATO smash the invaders on the border, defend and must run like hell in order to avoid complete destruction in
doggedly all the way to the Rhine, or collapse like a house of the opening rounds of the war.
cards? What level of surprise would the Warsaw Pact have to Warsaw Pac! Opening Strofegy. During the pre-war game-
achieve in order to guarantee success? What level of readiness turn, the Warsaw Pact player is limited tomovingOllly his units in
would NATO need in order to guarantee deterrence? Are there East Germany, and then only via tactical road movement. He
any guarantees of anything in such a situation? NATO, TheNexl should make the most of this turn to concentrate his various ar-
War In Europe, is asimulation designed to provide players with a mies along their natural axes of advance.
model for answering just these kinds of questions. It is also The 20th Guards Army should be kept around Berlin 10 take
designed 10 provide players with an action packed game that can the city on the first turn of war. The 2nd Guards Tank Army
be played to a conclusion in a single setting, something very rare should be concentrated along the border just across from
for games of its scope. Lubeck. The 3rd Shock Army should be concentrated in the
salicnt JUSt north of Madgeburg. The 1st GuardsTank Army and
GAME DESCRIPTION the 8th Guards Army should be concentrated along Ihe border
NATO is a strategic level simulation of a NATO/Warsaw Pact between Kassel and Wurzburg.
conflict in Central Europe. The map covers Europe from Duringtheopeningturnsofthewar, the 2nd GuardsTank Ar-
Bclgium to Poland and from Austria to Denmark. Each hex my should be used as a northern pincer, and the 3rd Shock Army
covers fifteen miles of terrain, and each game-turn covers two as a southern pincer to surround Hamburg. Once this has been
days of real time. Ground units are represented primarily at the accomplished, bOlh of these armies should drive across the Weser
divisional level. though a fair number of independent NATO and head towards the Ruhr. The 1st Guards Tank Army should
brigades are included. Air units are represented abstractly be given the objective of taking Kassel and then driving Nor-
through the use of Tactical and Operational Air Attack Points. thwest to the clear terrain behind the Weser. Once there, it should
The game allows players a great deal of flexibility in moving wheel West again and also drive forthe Ruhr. The8th GuardsAr-
their troops. Troops may be moved using two different forms of my should be used to support the 1st Guards Tank Army by
road movement, rail movement, and by air, helicopter, and naval shouldering some of the initial offensive action around Kassel,
transport. and then providing nank security against a U.S. counterattack
Combat is executed through a conventional odds system, from the south. In the far South, the Olomouc and Boleslav ar-
though with special modifiers for the allocation of Offensive mies should drive towards Numberg, and then wheel South to
Support (which doubles the supported units) and for Chemical seize the belt of cities from Munich to Vim.
Strikes (which provide a variable column shift). Air Attack The Warsaw Pact has overwhelming conventional superiority
Points attack enemy ground units independent of friendly in this scenario, a superiority which is made almost absolute ifhe
ground units, and may also be used 10 counter enemy movement uses chemical warfare. Therefore he should not be worried
capabilities and blunt enemy offensives. especially about destroying NATO units. Rather, his objective
Every effort was made to keep the individual rules modules as should be to advance his forward units as far as possible, as fast as
simple and clean as possible, while including a separate rules possible, without regard for his nanks. The key to victory is a suc-
module on each salient aspect of modern warfare. Thus the game cessful drive into the Ruhr city complex.
has few complex mechanics, but a great deal of breadth. Special In line with the emphasis on high speed advance, the Warsaw
rules cover such areas as airborne, airmobile, and amphibious Pact player should make maximum use of his air power to inter-
operations, air defense, chemical and nuclear warfare, NATO dict NATO ground units, since these units start the scenario scat-
border troops, the West Berlin garrison, national surrender, tered all over the map. A deliberate interdiction strategy can pre-
refugees, Warsaw Pact militia, and V.S. Reforger rein- vent the NATO player from ever assembling enough units at the
forcements. front to form a line. Therefore resist the temptation to pound
There are three scenarios included with the game: the Strategic targets along the front: pin them in the rear instead.
Surprise, Tactical Surprise, and Extended Buildup scenarios. The adroit use of airborne and amphibious troops is an essen-
Each scenario starts with units in their peacetime positions. Play tial to success in this scenario. On the first turn of war, the War-
VICTORY INSIDER 3
saw Pact player should drop at' least one regiment of airborne While running like hell on the flank, the ATO player should
troops on each of the U.S. Reforger sites along the French concentrate as much as possible in the center. Hi prime objective
border. This action will eliminate most of the U.S. rein- is the defense of the Ruhr, and hence it is in the center that he
forcements. The Warsaw Pact player should use his one available must hold as firmly as possible. Forces should be stripped from
Helicopter Transport Point to drop an airmobile unit behind the each of the flanks and sent to the center, and the center should
West German division defending Kassel, thus setting up a Flank receive the lion' shareofreinforcements. In this way, the NATO
Attack against this unit in conjunction with the 1st Guards Tank player may be able to prevent the Warsaw Pact from actually
Army. penetrating into the Ruhr without losing his entire army in
The Warsaw Pact player lacks sufficient troop to be able to piecemeal battles.
afford 0 send a whole army up into Denmark. He should One of the biggest decisions that the NATO player must make
therefore attempt to take Denmark entirely through the use of hi is whether to defend Denmark or not. If the Warsaw Pact player
specialist troops. On the second turn of war, the Warsaw Pact plays properly, Denmark should be a lost cause. However, if the
player hould allocate every single point of air, helicopter, and Warsaw Pact player is outrageou Iy unlucky, or fail to pres
amphibious tr'ansport to placing airborne, airmobile, and am- Denmark sufficiently hard, the ATO player would be well ad-
phibious units adjacent to Danish city hexes (note that these units vised to try to hold the country. This can be atlempted by sending
cannot be placed directly into these hexes since enemy city hexes the West German 6th Panzergrenadier Division up the neck of
can only be entered via tactical road movement). As Denmark's Schleswig-Holstein to hold Flensburg and by whi king two West
territorial reinforcements do not arrive until the NATO player- German Luftland airborne brigades into Denmark at the first op-
turn of game-turn four, this action gives the Warsaw Pact player portunity to hold Danish cities against Warsaw Pact airborne and
two more player-turns to seize the number of cities required to amphibious attack. Properly managed, such a move can force the
force Denmark to surrender. Warsaw pact to divert the entire 2nd Guards Tank Army up into
NATO Opening Strategy. The NATO player is denied any op- Denmark and away from the crucial drive on the Ruhr.
portunity to move during the pre-war turn. He must therefore
watch pas ivelyas his front line units are blown to pieces during TACTICAL SURPRISE SCENARIO
the fir t turn of war. Once the NATO player does get to move, his The Tactical Surprise Scenario examines a situation in which
urvival requires that he hould avoid battle anywhere ea t of the ATO detects a Warsaw Pact invasion buildup and mobilize 48
We er, in the orth, and anywhere outh of Wurzburg, in the hours before it is actually launched. This warning time allows
South, for as long a possible. Disregarding Hamburg, which i a ATO frontline units to form up along the border and greatly
lost cause the NATO player has quite a bit of ground to give on enhances the urvivabilityof ATO' air force. Concomitantly,
both of his flanks before he loses a major city. He should give up however, the increased scale of the buildup undertaken by the
this ground, keeping his forces intact and trading space for the Warsaw Pact provides for a much more powerful opening blow
time to bring up reinforcements. Only when the NATO player is and a quicker stream of Pact reinforcements.
forced back across the Weser, in the North, and into the city belt Warsaw Pac I Opening Strategy. During the pre-war game-
from Munich to Ulm, in the South, hould NATO tand and turn, the War aw Pact player may move all of his onmap units
fight. and enter all of his Poli h and Czech Category I reinforcement
A prime NATO tactic in this delaying phase is to move two using all available means of tran port. The Warsaw Pact player is
steps worth of units (i.e. a force which exerts a Zone of Delay) therefore able to concentrate hi forces almost anywhere he
next to the lead units of an oppo ing army, while retreating aU wishes along the border. It would be presumptuous to sugge t
other friendly unit out of range of that army's next move. The that there is a single optimum strategy when so many different
sacrifice force pins the whole army down for an entire turn at a axes of advance can be pursued. evertheless, the Warsaw pact
co t that would certainly be exacted anyway were that army free player faces two basic choices. One choice is to mass aU of his
to advance unhindered. In addition, the NATO player should not forces along the East German border for a knockout blow across
waste his air power trying to knock steps out of his opponent. the orth German Plains. Thi strategy requires that the bulk of
Rather, he should u e it for road interdiction mission against the forces in Czechoslovakia and Poland be channelled or-
large enemy stacks. In this manner the NATO player can buy a thwards, leaving only a thin screen of troops along the Czech
great deal of time. border.

Weapons of the NATO Alliance


M60A 1 Mobile Battle Tank
ARMAMENT: RECOGNITION FEATURES:
1 . 105·MM MAIN GUN (1) WEDGE·SHAPED TURRET

1 . 7.62·MM COAXIAL MACHINE GUN (2) BORE EVACUATOR TWO-THIRDS DOWN

FROM MUZZLE

1· .50·MACHINEGUN IN COMMANDER'S CUPOLA (3) SIX ROADWHEELS WITH SUPPORT

ROLLERS
4 VICTORY INSIDER

Alternatively, the War aw Pact player can adopt a broad capacity.


front strategy aimed at pressing NATO all along the line. In this Since NATO cities are considerably harder to come by in this
case, the beSI approach is to support four major thrusts: 1) North scenario than in the Strategic Surprise scenario, it is essential that
of Hamburg, and thence into Denmark, 2) through Kassel, and the Warsaw Pact player pick up Denmark. Once again, if this can
thence towards the Ruhr, 3) through Wurzburg, effectively split- be accomplished solely by airborne, airmobile, and amphibious
ting NATO in two, and 4) towards Munich, and the city belt troops the Warsaw Pact player will be in a much better position
behind il. than ifhe has to send a whole army up the neck of Denmark. The
The North German Plain strategy aims at the outright destruc- key to achieving this end i a little technique called the "Danish
tion of the NATO forces in Northern Germany during the fir t GambiL"
three turns of war before they can be effectively reinforced by The Danish Gambit is played as follow . On the first turn of
U.S. troops from the South. If it succeed, the Warsaw Pact war, the Warsaw Pact player uses every avajlable transport point
player should be very close to the Rullr by the end of two weeks. to land airborne, airmobiJe, and amphibious unit adjacent to
The broad front strategy, on the other hand, aims at exacting a Copenhagen. He must manage his landings so that Copenhagen
high rate of attrition all along NATO's line, with the expectation is entirely surrounded by Pact units and sea hexes, and therefore
that as NATO' line thins towards the end of the game, the War- vulnerable to a Flank Attack. He allocate both of his Opera-
saw Pact player should be able to break through in several dif- tional Air Attack Points to attacking the Danish Sjaelland Divi-
ferent places and eize a large number of minor cities all along the sion in Copenhagen itself, hoping to knock a step out of it. He
fronl. then launche a ground attack with his adjacent speciali t units,
My experience to date indicates that the broad front strategy is preferably supported by a chemical strike.
generally more effective. Firstly, it forces NATO to defend Two times out of three, this strategy will knock Denmark out
everywhere. This means that NATO is less able to concentrate at of the war immediately. Once Copenhagen is taken, the Warsaw
a pecific time and place for a seriou counterattack. Secondly, Pact units on the island are back in supply (convenient if the
because the Warsaw Pact player is in a position 10 trike Marine HQ sank in the assault), and all of the specialist troops are
anywhere along the line, albeit with less concentrated firepower then available for further operations on the mainland.
he can take advantage of local opportunities wherever they arise. NATO Opening Strategy. During the pre-war game-turn, the
Today's local opportunily is often tomorrow's major ATO player may move only his non-french units in West Ger-
break Ih rough. many, and then only by tactical road movement. Nevertheless,
Thirdly, the North German Plain strategy relies very heavily this movement is sufficient to place a considerable number of
on keeping ATO off balance through a process of continuous ATO units up along the border. The key strategy is not to de-
breakthrough. If the Warsaw Pact player ever runs out of team fend too far Forward. The ATO player should deploy his troops
for even one turn, NATO can form up a line of oLid Corp (two so that they form a continuous line exactly three hexes from the
divi ion stacks) in the orth, using rail movement to transfer border. This deployment means that all Pact mechanized infan-
units from the South. Once this occurs, the Warsaw pact player try divisions will be unable to move more than one hex into West
will find it very hard to regain his momentum. Finally, the Warsaw Germany on the First tum of war, and that only Pact tank divi-
Pact player i especially vulnerable 10 NATO's superior airpower ions will be able to attack NATO units on that turn.
when advancing across the naked plains of orthern Germany. These consequence stem from the fact that the West German
Whole armies can be battered to pieces on these plajns. Taken border hexes act like NATO Zones of Delay on the fir tturn of
together, I recommend that the Warsaw Pact player develop a war. A Pact mechanized infantry division has a Movement
number of di fferent thrusts in his original pre-war deployment, Allowance of Four, and like all units must pay one extra Move-
and try to keep NATO guessing as to which is the main thru 1. ment Point to enter or leave an enemy Zone hex. Thus a Pact
Whichever strategy the Warsaw Pact player adopt, he should mechanized infantry division along the border at the start of the
deploy all of his armies in Ea t Germany along the border during first turn of war would have to pay two Movement Point for the
the pre-war game-turn, leaving West Berlin to be taken by first West German hex entered, and two for the second hex West
whatever Polish units cannot be moved forward for lack of rail German entered. If the second hex entered is also in a ATO

Weapons of the Warsaw Pact


T·SS Main Battle Tank
ARMAMENT: RECOGNITION FEATURES:
1 ·100·MM MAIN GUN (1) FIVE ROADWHEELS; GAP BETWEEN NO.1 AND NO.2 ROAD·
WHEELS; NO SUPPORT ROLLERS

1· 7.62·MM COAXIAL MACHINE GUN (2) DOME·SHAPED TURRET


(3) EVACUATOR AT END OF MUZZLE
(4) FLAT ENGINE DECK
VICTORY INSIDER 5

Zone, the mechanized infantry division lacks the extra point re- reinforce for one or twO game-turns. Good planning. rail move-
quired to enter it. This strategy allows NATO to defend as far for- ment. and deliberately applied air power are the ingredients for a
ward as possible without gening clobbered at the outset. successful counterattack.
A second very important NATO stralegy is to defend Den-
mark as heavily as possible. He must use air ferry during his pre- EXTENDED BUILDUP SCENARIO
war game-turn to move twO West German Luftland brigades into The Extended Buildup Scenario examines a situation in which
Copenhagen, Ihus thwarting an easy Warsaw Pact campaign both sides have prepared for war for some time before hostilities
against Ihe capital. aClUally commence. NATO is nOt at all surprised by the timing of
A minor but crucial point is Ihat the NATO player must be the attack. Both sides are ready to pour reinforcements and
very careful 10 garrison his Reforger Sites during his pre-war reserves into Ihe fray, and the total amount of ready firepower is
game-tum. A failure to garrison these sites before the reforger staggering. The level of destruction in this scenario far outstrips
units appear will allow the Warsaw Pact player to innict heavy either oflhe other two scenarios. On the other hand, Ihe high unit
losses on NATO for the cost of a couple of airborne regiments. density makes for much stronger lines, and hence a greater ability
The NATO player will find that his opponent will inevitably to absorb punishment wilhout breaking. Play in this scenario
outflank Hamburg from either the North or the South, generally falls into two phases. In the firsl phase. each side
necessitating an abandonment of Schleswig-Holstein and a pounds Ihe olher in a brutal war ofattrition. In the second phase,
retirement to the Weser_ Ho.....ever, the following strategy can whichever side has losl the war of attrition suffers a major
cause the Warsaw Pact player a good deal of grief. The NATO breakthrough, and the game enters a more mobile state.
player should leave IWO NATO divisions behind, one in each of Warsaw Pact OfWning Strolegy. The Warsaw PaCI player
the city hexes of Hamburg. Preferably, these divisions should be faces a much smaller range of options in this scenario than he
Wesl German, since West German units can use Hamburg as a does in either of the other two scenarios. largely bttause NATO
source of combat supply. will be able to defend wilh whole Corps-sized Slacks regardless of
Back to back, these two divisions are invulnerable to flank at- where the Warsaw Pact player chooses 10 atlack. Generally
lack. Furthermore, since they occupy keycity hexes, they are\"ery speaking, the Warsaw Pact player'S best axis of anack is across
hard to dig out. The Warsaw Pact player is faced with Ihe alter- the North ~rman Plain betw«n Hannover and Hamburg. The
natives of either spending one or two whole turns doing nothing reason for this is the simple fact that this axis contains most ofthe
but attacking Hamburg, or bypassing the city and leaving two NATO cities near the border, and hence it is the only axis where a
powerful West German divisions in his rear_This gambit is modest advance will harvest a fair number of Viclory Points.
generally .....ell worth the eventual loss of the West German units. Elsewhere, the Warsaw Pact player would have 10 achieve a ma-
Once the first lurn of war has passed, NATO should defend as jor breakthrough in order 10 garner any Victory Points.
far forward as the silualion allows. The belt of rough terrain run- A second, and somewhat riskier strategy, is 10 make the main
ning from Hannover to Wurzburg forms an ideal defensive posi- push between Kassel and Hannover. A breakthrough across the
tion, and the NATO player should attempt 10 hold onto it for as Weser in the early stages of the game will yield lruly wonderful
long as possible. This will orten mean absorbing an extra step loss results in that il will oUlflank NATO's defenses around Bremen
in order to avoid retreating. The most critical piece of terrain for and hence collapse NATO's entire Northern defense. On the
NATO is the Weser river. Once the Warsaw PacI has breached other hand, the defensive lurn lerrain in this sector is excellent. If
this river, NATO tends 10 collapse fairly quickly. the breakthrough docs not materialize early on, Ihe Warsaw Pact
Perhaps the most difficult decision to make in Ihis scenario is player will quickly SlOP dead in his tracks.
whether 10 launch a counteroffensive. By "counteroffensive", I Regardless of where the Warsaw Pacl player chooses 10 make
refer 10 a full-blown NATO counteratlack backed by Ihe lone his main effort, he should be extremely careful to place all of his
NATO Offensive Support Marker. This action can totally resources squarely behind this effort, and nowhere else. The
unhinge Ihe Warsaw Pact player's plan of action if timed corre<:t- Warsaw Pact player cannot hope 10 break NATO except by in-
ly. On the other hand, the concentration required for the flicting a very high rate of attrition along a very narrow front.
counterattack can easily leave other parts of the line falally This strategy requires meal grinder tactics utilizing at least three
weakened. Inevitably, this decision depends upon local cir- armies shoulder to shoulder, each with Offensive Support and
cumstances, and cannot be answered in the general case. backed by all of the air power available (and chemicals too, if us-
However, having been burned by many of my own counterat- ed). The fourth Offensive SuppOrt Marker should be used to
lacks, let me offer IwO pieces of advice. maintain a secondary front as a diversion, or 10 meel the in-
The first is that if the NATO player wishes to counterattack, evitable NATO counterattack when it materializes.
he should ruthlessly avoid using his air power 10 amite Warsaw The Warsaw Pact player must always be careful to station a
Pact anacks on his own unils. Instead, he should use his air second echelon army immediately behind his breakthrough sec-
points to weaken the point that he intends to counterattack, and tor, ready to take over when a forward army gets depleted, or to
to interdict adjacent Warsaw Pact stacks which might otherwise exploit a breakthrough if one is achieved.
be able 10 plug the hole he intends to create. The seeond is that he The Warsaw Pact player gelS a reinforcement army each
not counterattack anywhere near one of his opponent's main game-turn for the first four turnsof war (Category II divisions ar-
axes of advance. This strategy may do his opponent a lot of riving from the Western Military Districts of the Soviet Union).
damage, but it won't secure a breaklhrough. These armies are small and weak, and Ihus poor candidates for
Instead, the NATO player should attack somewhere where his Offensive Support. Therefore, they should not be used in the
opponent's line is very thin, make a breakthrough, and then head breakthrough sector. They are quite useful, however, for shoring
straight for one of his cities. This strategy will force his opponent up weak sections of the line, providing flank security, or counter-
to divert reinforcementS piecemeal to a sector where he can'l ing NATO counteroffensives.
generate any real mass. The net effect on his own offensives will One of the most difficult decisions facing the Warsaw Pact
be much greater than a frontal assault. player is whether to goafler Denmark or not. Denmark is so heavi-
In testing, we found that a counteraltack into Czechoslovakia ly defended at the slart of the scenario that il is fairly proof
or back up the Hof Gap (towards Karl Marx Sladl) was frequent- againsl an auack by purely airborne, airmobile, and amphibious
ly the mosl effeclive approach, especially since NATO generally troops. To take the country, the Warsaw Pact player will ha\'e to
has good striking p()'A'er on Ihis front even before reinforcement. allocale at least one, and possibly two armies, which will be mer-
The NATO pla)'er should be particularly alen to Ihe possibili- cilessly ex~ to superior NATO airpower all of the way upthe
ty of suddenly railing a large striking force to a weak spot in the neck of Denmark. Further, these armies will be sorely missed
Warsaw Pact line. NATO's interior lines of communication can when the Warsaw Pact reaches Ihe Weser:. On Ihe olher hand, Ihe
be exploited in this fashion to generate instant counteroffensives six Victory Points Ihat come with Danish surrender look very at-
against points which the Warsaw Pact player cannot possibly 9~
6 VICTORY INSIDER

1809 DESIGNER'S NOTES


By Kevin Zucker
The 1809 Campaign is known for its culminating battle of Attrition in 1809
Wagram. one of the costliest victories of Napoleon up to that Including the reinforcements which appear on or before 5-6
time. In addition [0 that victory was a defeat at Essling and one May. the French Army begins the campaign with 189,000 men.
victory that slipped away. Both of the laller were firsts for Losses during the Abensberg-Eckmuehl phase were IO,())(), plus
Napoleon, and proved that he was no longer the unconquerable Ihe 3.000 men of the 65th Rgl. caplured at Regensburg. There
victor of Austerlitz. His Spanish campaign of 1808 had been in- were lhen 176,000 with the army on the morning of 24th April
conclusive, and his very next campaign in Russia was way (Table I). At the battles of Neumarkt and Ebelsberg, 3,700 men
beyond his abilities. He was, in short. already tottering on the were lost. That leaves 172,300 nominalJy still with the colors.
edge of a decline. We know that on about the 16th of May, the French Army
He did manage to win the 1809 campaign. but it took three numbered 167,000 men in its infantry and cavalry formations.
months of negotiations afterwards to clinch the spoils. In addi- We can conclude, Ihen, that March Attrilion exceeded
tion. the ncar success of the Austrians raised hopes throughout replacements by 5,300 men in the period up 10 the 161h of May.
Germany. For public opinion, this was a pivotal year of the tur- We know too that French replacements in the same period were
ning against Napoleon, and it may be that no victory could have 12,600. so that March Attrition should have been 17,900. Con·
prevented that turning except one which led to a withdrawl of sidering the rapid pace of operations, thaI is a rather low figure.
French troops quartered in Germany, Wagram was nOl a great
From 19th April to 16th May is fourteen game-turns. At the
victory, but it was beller than Borodino, Luetzen and Dresden end of the period, the largest forces. those most susceptible to
in that it did lead to a cessation of hostilities. Because of its attrition, were Davoul's with 18,000, Massena's with 26,000,
fame, players will probably seek out the Wagram scenario in and OudinOl'S and Vandamme's with 12,000 each. (Lefebvre's
/lJ()9. but I urge them 10 consider the Campaign scenario.
corps .....as actually operating as three separate columns against
the Tyrolese insurgents). Massena's units were down 7,000 from
Administration in 1809 their initial slrength of 33,000. If we assume that Massena's
If the rules to the game could be compared 10 a machine, Ihe combat losses were equal to the replacements he received. his
Administrative Points (APs) would be the "governor," a small march attrition could be estimated as 7.000 men, or two-fifths
part which controls the activity of all the olher parts. If com- of the army's IOtal march attrition in the period.
pared to a Jiving being, Ihe APs would represent the heart. It is
extremely important then thai the levels of APs available to the Davout's force as composed on 19-2OI:h April was also
players nOI be arbitrarily chosen, but based as closely as possible reduced by 7,000 men in the period. However, his III Corps
011 the effects we see in history. took Ihe brunt of the Austrian offensive at the oUlSet of the
The Administrative Points perform twO functions. First, campaign, so its combat losses were probably greater than the
their expenditure is required 10 order a force's movement. Se- replacements received by aboul 2.000, making its total march
cond, having fewer accumulated APs resullS in higher March attrition for the period 5,000 men. The remaining 5,900 men
Attrition. If the Accumulated AP level is low, nOI only will lost 10 march attrition were spread out among Gudinot, Van-
forces be required to move under an Initiative die roll (the alter- damme and the other French leaders.
nalive 10 having an AP expended for their movement), but the Knowing what levels of attrilion arc desired, it was simple 10
marches they make will be shorter since amition can be kepi in work backwards 10 the number of APs the French needed 10
bounds only by limiting march distances. This regulating effect begin the campaign. Massena's loss should be I SP when mar-
is not a rigid limit; players will al times have to move withoul ching 5 movement points, on an average die roll of 3 or 4, after
regard to amition effects in order to bring the enemy 10 battle his strength falls to 30 or below. For Davout, who has a Bonus
or complete a telling maneuver. Point, attrition losses would average Y2 $P under the same con-
Players have the freedom to expend large amounts of APs to ditions, assuming these long marches were made only in good
keep all their forces in motion, but after several turns of this, weather. Massena would be able to make seven such marches in
their APs will begin to run out and aUrition will become a the fourteen game-turns of Ihe period, and Davout ten, without
serious problem. At Ihis point, a halt will have 10 be called so likely exceeding historical attrilion rates. To achieve these attri·
that APs can be accumulaled. Here, the player who has hoarded tion rates, the French need to be on the "22-43 APs Ac-
APs will be able 10 hound an exhausted army, though it is likely cumulated" column on the Attrilion Table. In order to allow
that to some extent a player will be forced 10 match the level of Ihe French to remain on this column throughoUi the period, and
APs expended by his more prolific opponent. slill move along at a historical clip, I put them near the high
How, then, were the available levels of APs determined'? end, with 37 APs.
Obviously Ihere is nothing in the historical records we can refer Our working figure for Attrition still lacks historical
to which is analogous to APs. They are not a stalic thing,like an documentation; we need to proe«d further into the campaign
army staff or a quantity of wagons, foodstuffs or money. They to check its accuracy (.see again Table I). Our figure for French
represent a dynamic - a question of how wdl all those com- losses at Aspem-Essling is 20,000. If this figure is combined
ponents of the Administration were put to use. They are sort of with the previous combat loss figures, the tOlal is 33,700; in-
an overall Army Effectiveness rating. The personality of the cluding casualties from Ihe 65th Rgl., (captured) would make il
Commander-in-Chief would have a lot to do with this, bUI the 35,000. Of that 101al, the proportion of wounded can be
contribution of his Chief of Staff would be equally important. estimated as 70', or 24,500. The actual number of men in
Lack of resources would be a facior. Ultimately, it is much hospitals on the 1st June was 46,400 (from among Ihe forma-
easier to determine Ihe effects that these imaginary APs had in lions we are concerned with), which means approximately
Ihe actual campaign on attrition and tempo. For this purpose, 22,000 were hospitalized due 10 non-combal attrition between
we needed to determine the historical aurition, which required a the start of the campaign and the 1st of June. This is in line wilh
complele idea of all the troops coming into the theatre. our attrition figure of 17,900 up through 16th May.
VICTORY INSIDER 7

• • • • Consider the following example from Petre's history:


"Pire', despatched by Davout at 7 PM on the 21st, covered the
While the French were making their rapid march down the 37 miles of dangerous, crowded road which separated him from
Danube, the main force of Austrians under Charles was haslen- the Emperor in 7 hours, and was shown into Napoleon's
ing across the mountain pass at Cham and into Bohemia. They quarters at 2 AM." With the detours required on his way, his
paused for one day at Budweis, and then recommenced their average speed was 5.3 m.p.h.
march on Vienna (see Table 2). In game terms, this march cost Davout had fought the Austrians until dusk, after 6 PM.
29 APs and 36 Strength Points to Attrition, after adjusting the Pire' was an important field commander who was sent because
March Phasing to minimize attrition. Napoleon refused to heed Davout's written despatches. Davout
Following this 236-mile march, these five forces continued had already sent no less than six reports to Napoleon through
to lose an average of 760 men per corps per turn through May thai day, but Pire's arrival hal f-hour report on the battle chang-
19th. On the Attrition Table, this would require no more than ed the entire picture, and every decision concerning the next
four to six APs Accumulated, with marches of two or three 24·hour's operations was made between 2:30 and 4 A~l - the
MPs. And that is where the Aspern-Essling Scenario begins. last moment when marching orders for the qawn could be sent.
Of the seven orders drafted, one allached Wrede to
The Real Administration Bessieres, one concerned defensive positions at Ingolstadl; and
one 10 Bessieres described the other orders, since Napoleon felt
This is how the AP levels were determined, but what factors confident with Bessieres' initiative.
are involved in the Army Administration, the actual stuff One cannot find a lot of wasted time in the staff process,
represented by the APs? There are twO broad categories: from Pire's hurried ride (commencing minutes after the baltle's
General Staff, including troop movements and intelligence; and end) to the despatch of the next morning's orders - unless it be
Support Services such as commissary, paymaster and medical. with Napoleon's stubbornness in sticking to his preconceptions.
For the Administration to perform effectively, these elements But by operating ncar peak efficiency, Napoleon and his staff
would have to be in good working order. were able to issue only four "movement commands."
On the same morning, the Austrian Archduke Charles
Rating the General Staff issued his movement orders at 8 AM - four hours after
What is the basis for quantifying the efficiency of the army Napoleon's - for an auac!; on Davout to commence between
staff? A convenient measure is the amount of time it takes to noon and I PM. With at least four hours' headstart, the 35,000
deliver orders and communications. That is, what use does the troops of Davout were able to escape a blow by 74,000
staff make of its time? Austrians. The Austrian orders were changed to meet the
Here we see Napoleon's best advantage. The time it took for French counter, bUI were issued so late that 32,000 men were
an order of his to be drafted, delivered, executed, and reported unable 10 engage the French during the decisive battle thaI day.
back to him was done on a 24-hour schedule, while the These Austrian orders were stymied due to quicker French staff-
Austrians rarely found their orders carried out in less than 24 work. The Austrians were forced to react to a jail accompri,
hours. their own initiative was lost, and lhe successive waves of orders

TABLE 1: FRENCH ARMY STRENGTH LEDGER TABLE 2


CHARl.ES'S MARCH FROM CHAM TO BVDWEtS: 28 APRIL - 5 MAY
As of 19 April 189,000 Duration: 4 turns
Losses at Abensberg-Eckmuc:hl -10,000 Average March: 25 miles per turn on Primary Road
65th Rgl. captured at Ratisbon -3,000 Phase Breakdown: 4 March Phases & I Reaction March
As of 24 April 176,000 March Distance per Phase: 5 MPs.
Losses at Neumarkt & Ebelsbg. -3,700 Number of'Forces: 5
As of early May 172,300 Composition of Forces (Strength): 1(28), 1I/IR(20/12), 111(13),
March attrition: 19 Apr. ~ 16 May -17,900 lV(15), Klenau (8).
TOlal replacements: 23 Apr. - 16 May 12,600 APs Accumulated: 14-21
Asof 16 May 167,000 APs Expended: 12
Losses al Aspern.Ess!ing -20,000 Weather: Mud
As of23 May 147,000 Allrition Result: 1(11), II/IR (inc. Chas. *
10), III (marched
Reinforcements (Eugene's Army of Italy, two turns longer, 4), IV(3), Klenau (2).
Marmont's XI, Grenier & Grouchy) 37,000
Replacements: 21 May - 27 June 54,000 CHARLES' MARCH FROM BUDWEIS TO VtENNA: 7 ~ 15 MAY
March attrilion: 17 May - I July -30,000 Marches:
Asof4July, 1809 208,000 Budweis - Weitra (March 5, Reaction 2) . 8 May
Weitra - Zwetll (March 4) - 10 May
Zwelll - Neupoella (Extended March 9) - II May
Neupoella - Mold (Reaction 4) - 12 May
Mold - Wetzdorf (March 5) - J3 May
Wetzdorf - Goellersdf (March 5)· 15 May
APs Accumulated: 22-43
APs Expended: 17
Weather: Mud
Strengths: 1(17), II/IR(22), 111(9), IV(12), Klenau (6).
Resulting Attrition: 1(4), 1I/IR(5), 111(2), IV(3), Klenau (I).
Total Allrltion 28 Apr. - 15 May: 1(15), IIIlR(15), 111(6), IV(6),
Klenau (3).
Adjusted 10 Play: 1(12), IIIIR(12), 111(5), IV(4), Klenau (3):
Total is 36.
Replacements and Ldw.: 1(8), II/lR(7), III(26), IV(l2), Klenau
(5).
cancelled each other out. The Treasury
Napoleon brought 20 million francs into Germany at the
The Support Services: The Commissary
start of the 1809 campaign, an amount considered adequate for
Feeding the !TOOpS meant supplying 28 oz. of bread, 4 oz. of three months. A further fourteen million francs of the Austrian
rice, plus meat and wine 10 each soldier every day. The quantity treasury were captured on the occupation of Vienna, but this
of the ration varied. Odier, writing after the wars, gave liz litre sum was probably nOI even employed for war purposes. Further
as the wine ration. Rice and bean rations of one ounce were can· forced contributions were levied on the Austrians in 1809,
sidered a minimum by Napoleon. An order of 14 May 1809 which went towards the army's payroll. The pay owed the army
specified sustinence: for the period May to August alone amounted 10 33 million
francs.
Independent of lheir bread ralion of 24 ounces, soldiers wiff The June and July wages were the first to be paid nOt by the
receive: French treasury, but entirely from contributions from the oc-
- at breakfast. soup and 1116 pint eau-de-vie. cupied territory. For the purpose of collecting these contribu-
- 01 dinner, soup. six ounces a/meal, beans and a demi-pol tions, the "circles" of Korneuburg, Krems, Znaiem, Bruenn,
beer or wine. and Pressburg were organized. Funds taken from Vienna were
. 01 supper, beans and a demi-pot beer or wine. also employed as wages. In the two months prior to July 12th,
The ralion comprises 24 ounces 0/ bread, 4 ounces soup, 6 the French had drawn nearly ten million florins (31 million
ounces meal, 2 ounces rice or 4 ounces beans, 1/16 pinl eau-de- francs) from the city, and demanded enormous requisitions of
vie, 1 pin! beer or I bottle 0/ wine, every day. supplies. On 15 July, Count DaTU was ordered to initiate the
collection of these contributions in the amount of 100 million in
To provide these vast quantities required billeting on the paper, with which to pay without delay, the army for June, July
population or else local purchases at inflated prices, thousands and August. This order was repeated on 7th September.
of wagons and river barges, and independent drivers and teams. An indemnity of 200 million francs had been imposed on the
Each shipment was organized by an agent of transport detailed Austrian provinces after mid-July. By 30th September,
from Headquarters. Further, forage was seized locally by the however, only 50 million francs had been received. The Treaty
troops themselves, receipted for and paid after the war. of Pressburg, signed on the 14th of October, stipulated a
Odier says a division of cleven thousand men would balance of 85 million francs, to make a reduced total indemnity
theoretically be assigned 51 caissons. If each carried 1.2 tons, of 135 million francs. These cash payments were a primary war
there would be 12 lbs. of capacity per man. Exactly ¥j are aim: to make the war pay for itself. Probably, even after deduc-
devoted 10 food, 30 of those to bread. The cost of one month's ting the costs of feeding and billeting the troops, paying their
rations for eleven thousand men is calculated as 81,438 francs. salaries, and purchasing all their equipment. the French made a
(These are 1809 prices, derived by reducing Odier's figures by profit of about 70 million francs on this campaign, though it's
58'.) The cost of feeding the French army of 200,000 in 1809 doubtful they ever collected the whole amount.
would have been 1,480,700 francs per month. The cost of the campaign over a three month period can be
Odier also estimates that transport of a year's provisions for broken down ever further. The cost of provisions for one man
a corps of 40,600 men would cost 504,000 francs, or 210,000 could be about 30 francs. or six million total for an army of
francs per month for the army of 1809. These figures are of 200,000. Forage for each horse: 50 francs or 2.5 million for
course theoretical, and the French Army could not have 50,000 horses. Salary for each soldier. around 42 francs, or 8.4
transported its full ration requirements even if that had been the million. Hospital costs, 8.7 francs, 1.7 million total. Transport
intention. Almost everything except bread was gotten locally, of provisions: 3.1 francs per man; 630,000 in all. Other costs
and even bread was transported from central bakeries within the would total 10.5 francs per man for 2.1 million, and 35.5 francs
theatre. per horse for 1.7 million. The tOlal cost: 23 million francs.
8 VICTORY INSIDER
VICTORY INSIDER 9

Weapons of the Warsaw Pact


T·62 Main Baftle Tank
ARMAMENT: RECOGNITION FEATURES:
1 -115-MM MAIN GUN (1) SMOOTH, ROUND, PEAR-SHAPED TURRET

1 . 7.62-MM COAXIAL MACHINE GUN (2) LONG GUN WITH EVACUATOR ONE-THIRD DOWN

FROM MUZZLE

1 . 12.7-MM AA MACHINEGUN (3) FLAT ENGINE DECK

(4) FIVE ROADWHEElS; LARGE GAPS BETWEEN NOS. 4

AND 5 ROADWHEELS; NO SUPPORT ROLLERS

~5 out to be remarkably effective.


tractive when so very few other NATO cities are within easy During the pre-war game-tum the ATO player should shift
reach. If the Warsaw Pact player uses chemical warfare, he the three West German divisions of the lIT Corps as far North as
should probably spare an army or two against Denmark. If he possible, ending the Brili h I Corps to the South to fill the gap.
does nOl use chemical warfare, however, NATO's airpower will This move places e en or eight West German divisions between
generally rule out thi move. Hannover and Hamburg. This area is precisely where the main
Since Denmark i too well defended to succumb to specialist War aw Pact axis of attack can be expected to fall. However,
assault, and since NATO' reforger sites will also be defended during the first and second turns of war, the only major Warsaw
the Warsaw Pact player must come up with an innovative use for Pact army that can attack into this sector is the Soviet 3rd Guards
his specialist troops. The marine units can generally be used along Shock Army. Later it will be reinforced by three or four follow on
the Danish neck to support a landward advance. They are armie , but at the tart it must operate alone. This is precisely
especially useful for creating a Flank Attack against Kiel or when it is most vulnerable.
Flensburg. The airborne and airmobile troops should also be us- A careful examination of the terrain in this area will reveal
ed for Flank Attacks, or used en mass to isolate a whole sector of that the 3rd Guards Shock Army is cut off from the 2nd Guards
NATO's line from reinforcement. Tank Army to the North by Hamburg and the Elbe. It is cut off
NATO Opening Strategy. During the pre-war game-turn, the from the 1st Guard Tank Army to the South by Hannover and
NATO player may move all of his unit outside France by any the Harz mountains. If the NATO player hits the 3rd Guards
mean available. NATO can thu form a very solid line all along Shock Army on game-turn three with the entire weight of the
the border. Since the Victory Conditions do not require the War- reinforced West German I Corps, using the Offensive Support
saw Pact player to take very many cities, the NATO player should Marker he receives on that turn, he can decimate it in two quick
defend as far forward as possible and trade units for space turns. The terrain prevents the War aw Pact player from im-
ruthlessly. mediately reinforcing the stricken army, and a ATO success
This is the one scenario in which NATO may be able to defend here totaUy unhinges the 2nd Guards Tank Army to the North.
east of the Weser. If the Warsaw Pact player does not use CarefuUy played, thi counterattack can knock the Warsaw Pack
chemical warfare, the NATO player should make every effort to player back across the bnrder before he knows what hit him.
hold onto Hamburg. This will require a tenacious defense of the Success, however, can be a player's worst enemy. The key to
orest trip connecting Hamburg and Hannover. The other using this strategy effectively is knowing when to withdraw again.
critical piece of terrain is the Weser river between Mir.den and The 3rd Guards Shock Army can be reinforced by two Polish ar-
Kassel. This sector offers excellent defensive terrain, and a tub- mie and by two Soviet Category II armies two turns after the in-
born defense here can bleed the Warsaw Pact white in fruitless itial West German counteroffensive. If the ATO player fails to
frontal assau.lts. The 10 s of th.is line, however, will seriously pull back when these forces arrive, he risks getting completely
unhinge operations farther North. enveloped. Furthermore, the succes of the counteroffen ive is
The best part about this scenario is NATO s sub tantial very likely to prompt the Warsaw pact player to initiate chemical
capacity for generating a counteroffensive. ATO has the troops warfare, if he has not done so already. Once the West Germans
and the airpower to make a serious dent in the Warsaw Pact line. have wiped out the 3rd Shock Army, they should be withdrawn
Because the mechanics of the NATO Offensive Marker allow the into defensive position immediately.
NATO player to put only one nationality at a time on the offen- No doubt, there are a great many other innovative approaches
sive, the best choice is the West Germans, whose troops are most for a NATO counteroffensive. However, wherever the NATO
abundant. The greatest concentration of West Germans is in the player chooses to counterattack, he should be careful that he has
West German I Corps stationed in the North. These two facts en- not seriously stripped his line in other sectors. The Warsaw Pact
courage the following NATO strategy, which, in testing, turned player till packs an enormous punch, and a poorly conceived
10 VICTORY INSIDER

counterattack is the surest way for NATO to lose this scenario. by enemy air power (by virtue of the large number of men theyac-
Neither side has much margin for error when the Victory Condi- tually represent and their high dispersion), they are excellent rear
tions are so tight. area security units and should be used as such.
The only counter to thi tactic occurs when the Warsaw Pact
GENERAL POINTS OF PLAY player employs chemical warfare. He may then drop airmobile
Air Power. Most players naturally tend to use their air power units adjacent to a "rearguard" HQ, strike it with chemical, and
to knock holes in opposing units. This is frequently not the best attack it using the airmobile units at descent odds. Jf the H Q unit
use of air power. The NATO player should be very conscious of is displaced or destroyed, the airmobile unit can advance into its
using road interdiction against large Warsaw Pact stacks, hex and then generate a Flank Attack against the NATO stack
especially during the opening turns of war. The cumulative ef- which the HQ unit wa protecting. This airmobile/gas combina-
fects of such delaying actions can sometimes make an enormous tion can be especially devastating against a NATO HQ carrying
difference in the course of play. Similarly, the Warsaw Pact the ATO Offensive Support Marker.
player can make very effective use of road interdiction to block Low Quality Troops. The NATO player gets a great many low
ATO reinforcements from entering a breakthrough sector. quality brigades as reinforcements. He hould alway keep at
To maximize the combat effects of his air power, the NATO least one of these units in each frontline stack. This way, when he
player should seek to defend in positions surrounded by adjacent wishes to sacrifice a unit rather than retreat, hecan sacrifice a unit
clear terrain hexes. These positions allow his air power to exact a with a low combat value.
high penaJty from attacking Warsaw Pact units. It is especially
important that the NATO player sets up such kill zones in front of SCENARIO DESIGN
the larger Warsaw Pact armies and then hits them for several Since the game provides the players with the starting po itions
turns in a row. In this fashion, these armie can be worn down of all of the units stationed on the map, and since it also provides
enough to ruin the extra leverage that they derive when given Of- three separate reinforcements schedules keyed to different
fensive Support. mobilization assumptions, the player have in their hand the
Airborne and airmobile units. From the War aw Pact' basic building block required to design their own scenarios. The
perspective, these units are best used against Denmark and the basic variables that can render dozens of different situations are
U.S. Reforger sites. evertheless, both players should be ex- the nations involved, the timing of each side's mObilization, the
tremely alert to any opportunities to use these troops to generate political conditions leading to activation, and the victory condi-
Flank Attacks by dropping behind oppo ing units. In this role, tions that each side is striving to meet. The combinations are vir-
they can be incredible force multiplier . tually endless.
HQ Units. Beside their obvious role in providing logistical
support to friendly units, HQ's should be used religiously to sit In the next issue of the Victory Insider, we will pUblish
just behind friendly frontline stacks in order to guard their rear a new scenario for NATO by Bruce Maxwell. Look for
from enemy airmobile descents. Since HQ units cannot be struck Scenario 4: The War of Nerves!

Weapons of the NATO Alliance


XM1 Mobile Battle Tank
ARMAMENT: RECOGNITION FEATURES:
1 . 105·MM MAIN GUN (1) SEVEN PAIRS OF

ROADWHEELS

1 ·7.62·MM COAXIAL MACHINE GUN (2) SIDE SKIRTS

1 . 7.62·MM MACHINEGUN AT LOADER'S HATCH (3) LONG FRONT SLOPE

1· .50·MACHINEGUN AT COMMANDER'S CUPOLA (4) LOW, FLAT-TOPPED,

SLOPING·SIDED TURRET
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